Tile Centric Village

Tile Centric Village

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Pixel Art Details

Tile Centric Village

Title: Tile Centric Village
Pixel Artist: ||||  (Level 8 Venus fly trap :: 18130 points)
Posted: 1/16/2021 19:06
Statistics:  11 comments    15 faves    0 avatars

Blocky and highly saturated tiles for the weekly challenge.

Weekly Challenge: Tile it upWeekly Challenge: Tile it up


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|||| (Level 8 Venus fly trap) @ 1/24/2021 06:17

Thank you!

Xenero (Level 4 Gas Giant) @ 1/24/2021 00:24


|||| (Level 8 Venus fly trap) @ 1/19/2021 09:51

Thanks a lot Stava (moj prijatelj)!

Stava (Level 8 MS-DOS) @ 1/18/2021 19:52


|||| (Level 8 Venus fly trap) @ 1/18/2021 02:42

Thanks a lot, really glad you like the blocky look!

Hapiel (Level 11 Pixellite) @ 1/17/2021 09:20

Wonderful work, the blocky style is fun! And what 32x32 set isn't also a 16x16 set? ;)

|||| (Level 8 Venus fly trap) @ 1/17/2021 01:11

It's a bit ecclectic with some elements. I'd say experimental mostly.

Thanks for the comment.

Comment #2 cracked me up (no pun intended).

Jinn (Level 11 Cthulhu (The Call of Cthulhu)) @ 1/17/2021 01:10

The chalenge is to make the tileset, having a mockup is a bonus! :)

Again, nice job on it! I'd play a game with this artstyle.

|||| (Level 8 Venus fly trap) @ 1/17/2021 01:08

Glad you like the mockup!

I see. It was more of a stylistic choice to put the tiles into groups of mostly four.(though not all of them) to give it a very blocky almost Minecrafted look. Also the shadows would break that.

I don't mind if this is removed from the challenge because of that. It can just be an art piece in a way.

Though it doesn't say that the tiles need to be displayed anywhere in the challenge rules (I just double checked to be sure).

Jinn (Level 11 Cthulhu (The Call of Cthulhu)) @ 1/16/2021 20:21

Thats a really nice mockup!

But for the weekly challenge, tiles must be 16x16px max (yours are 32x32px), and you need to display your full tileset somewhere. 

StevenM (Level 6 GBC) @ 1/16/2021 19:25

1) I like the repetition of shapes as texturing throughout the whole scene. Triangle leaves for trees, square tiles for roofs, the muddy ground itself divided into different tiles suggesting lighting or density of earth. At the same time the scene isn't robotic in structure, characters are nicely rounded out and there's overlap with the background assets suggesting some layering and depth.

2) The thumbnail for the picture is incredibly coked-out.

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